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How does your game represent "Power"?
There are two main aspects of power in our game. The core mechanic of the game is the Power Swing, which if timed properly can reflect enemy attacks while doing powerful damage. As the game goes on, the player will gain access to additional bats that power up their bat even more. We put a lot of work into giving the player a "Power Trip" as they tear through enemies.
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Comments
Cool visuals and concept
heck yeah this is a terrific idea, execution is really good, nice one! first time i played i didn't even notice you're keeping track of balls and strikes lol
10/10 more fun than real baseball
Game is visually very strong with good graphics, fun effects, and a very solid style. The gameplay was entertaining but could use a more definitive end goal or progression.
BASEBALL GANG 🤝 lol guys i loved this!! so much fun, very satisfying hitting!!
I don't understand baseball but I like this game. Yeah, whacking balls is tight.
I mostly like it because of all the polish, but I don't understand the intended experience at all - are you supposed to walk up to balls and smack them, or wait until they come to you via an attack? Because both of those options seem like they aren't quite right. The bat hitbox seems to be so close to the player hitbox, that you almost always get hit when you can hit someone. On the other hand, when you smack a flying ball, there might be three other ones already charging up to come and get you right behind it.
The highlight is absolutely the gamefeel though. Hitting three balls with a perfect strike and seeing the freeze frame, while they looked shocked they got hit makes me feel a certain type of way.
The hotdog animation feel like it takes an eternity, especially because I was sometimes mid swing while picking it up.
Well, I got to about 934 score before the field became too cluttered to do anything at all, and any swing I made was at the cost of health. So overall I liked it.
The original intent was to have the player have to react to different pitch timings/styles and use those to hit other enemies, but in practice we found that hitting them while winding up was a pretty effective strategy too. Like you mentioned, we were enjoying the gamefeel so much we opted to not restrict how the player can play or react to enemies. There are definetely some extra balancing tweaks to be done lol, thanks for all the feedback and playing our game!
Ballpark hotdogs, satisfying THUNKS chaining together combos, dodge-rolls, and weapon upgrades… what’s not to love?
Glad you liked the game!
and nice
The graphics look fantastic! Love the style
Thanks so much!! We're glad you enjoyed em